Goblin Folk Hero Level 5 Goblin Stealth. Orc Siegehammer Level 9 Orc Rage

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1 Giant Rat Familiar Level Beast Aquatic Kobold Scale Fanatic Level 3 Kobold Rage Goblin Folk Hero Level Goblin Stealth Rogue Leader Level Halfling Stealth M Little Incisors: + vs. ; damage AND this creature may shift square. Resist Poison, Resist Psychic Hole in the Wall: Invisible to nonadjacent enemies when adjacent to a wall. Familiar: Use at set up: Choose an Arcane ally that has not been chosen by another creature with the Familiar power. Until end of battle, that Arcane ally may use its own space or this creature s space when checking line of sight to targets and when determining if target has ranged cover. M Spikey Club: + vs. ; 0 damage. + attack and + damage (maximum +0 damage) for each Rage ally within squares of this creature. Immune Dominated Expendable: Whenever there is a Dragon champion in this creature s warband: This creature is worth 0 VP when destroyed. Inspired: Use when starting a turn within squares of a Dragon ally: + speed and + damage until end of round. M Captured Mansword: + vs. ; damage. Confidence: Use when this creature hits with an attack: Heal. Clan Warcry: Use at start of round: Goblin allies of level or lower have + damage until end of round. Natural Leader: Use when rolling initiative, if your opponent does not have a Champion on the battle map: Roll an extra d for intiative. Wild Raiders: Warband Building: All Small Goblins are legal in your warband. M Tiny Dagger: +0 vs. ; damage. r Red Stone: (range ) + vs. ; damage AND target immediately provokes an opportunity attack from one of this creature s allies (choose one ally adjacent to target). Sneak Attack 0: +0 damage vs. targets granting Low Shadows: Invisible to nonadjacent enemies when adjacent to a wall. Champion Use when a halfling ally makes an attack or save: Roll d and use the higher result. Use at start of round: Until end of round, each Small ally has + damage. Use with Monster Menagerie II: Rat Use with Monster Menagerie II: Kobold (spiked club) Use with Monster Menagerie II: Goblin (sword) Use with Monster Menagerie II: Halfling Rogue 9 DDM Guild Monster Menagerie II /3 S DDM Guild Monster Menagerie II /3 S DDM Guild Monster Menagerie II 3/3 S DDM Guild Monster Menagerie II /3 S Bullywug Ambusher Level Aquatic Bullywug Primal Drow Slaver Level 0 Drow Aquatic Orc Siegehammer Level 9 Orc Rage Ghast Tomb Stalker Level Undead M Spear: + vs. ; 0 damage. Swamp Dweller: While this creature occupies river terrain, enemies or more squares away from it cannot trace line of sight to it. Hop: Move action, once per turn: Moves up to its speed, with Flight. Leaping Charge : + damage and Flight while charging. 0 M Deep Kraken Mancatcher: + vs. ; 0 damage AND Immobilized. c Ink Jet: (line 3) + vs. Reflex; acid damage AND Blinded. Immune Immobliized Conceal Constriction: Use at start of this creature s turn: Each adjacent Immobilized enemy takes 0 damage. Ink Cloud: Immediate action, use any time: Choose a square within of this creature. Until the start of this creature s next turn, that square and each square adjacent to it gain smoke terrain M Fistknife: + vs. ; 0 damage. m Siegehammer: (can use while charging) +3 vs. Fortitude; damage (Ignores Resist) AND push. Heavy Hammer: On natural attack rolls of 9 or, target is Dazed (hit or miss). Punch: Immediate action, when an adjacent enemy declares an attack; Make a Fistknife attack against that enemy. Das Siegehammer: Move action, when adjacent to secret door terrain: An adjacent square of secret door terrain becomes clear terrain until end of battle. M Claw + vs. ; 0 damage AND immobilized. m Bite: Minor action: (Immobilized target only) +0 vs. ; 0 damage AND Dazed. Resist Necrotic Sprint Attack + Speed while charging. Grave Stench: (aura) Adjacent Living creatures have - attack. Taste the Air: Use when a Living enemy is adjacent: Ignore Invisible and Ignore Conceal on that enemy. Use with Monster Menagerie II: Bullywug Use with Monster Menagerie II: Drow Elite Warrior 33 Use with Monster Menagerie II: Orc (hammer) 3 Use with Monster Menagerie II: Ghast DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M

2 Human Cleric Level Human Divine Human Monk Level Human Ki Elf Ambassador Level Elf Mastermind 3 Bugbear Stalker Level 9 Bugbear Goblin Stealth 9 M Sword: + vs. ; damage. r Hold Person: (range ) + vs. Will; Helpless. Holy Water: Minor Action. An adjacent Undead enemy takes 0 damage. Healing: Minor Action. An adjacent ally heals. Champion Use when an adjacent ally starts its turn: End an effect or condition on that ally. Use at start of round: Until end of round, allies have + attack while within of this creature. M Fist: + vs. ; damage. m Ki Strike: + vs. Fortitude; damage AND Stunned. Immune Stunned Leaping Charge : + damage and Flight while charging. Mind Blank: Use when this creature is targeted by an attack vs. Will; +0 Will vs. that attack. M Dwarf Hammer: + vs. ; damage. Profound Diplomat: While this creature is not bloodied, Dwarf creatures in your warband gain the Elf keyword and Elf creatures in your warband gain the Dwarf keyword. Envoy: You may include one Elf creature in your warband from the Wild faction. Champion Use when this creature is targeted by an attack: Redirect that attack to an adjacent Elf ally. Use at start of an Elf Ally s turn: Slide that ally up to squares. 0 3 M Axe: + vs. ; damage. Sneak Attack 0: +0 damage vs. targets granting Hide: If this creature has ranged cover other than from intevening creatures vs. a nonadjacent enemy, it is Invisible to that enemy. 3 Use with Monster Menagerie: Elf Fighter Use with Monster Menagerie: Bugbear (Axe) 3 DDM Guild Monster Menagerie II 9/3 M DDM Guild Monster Menagerie II 0/3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M Sahuagin Warleader Level 9 Sahuagin Divine Aquatic Kobold King Level 0 Kobold Stealth Goblin Fanatic Level Goblin Bane Rage Orc Siege Boss Level Orc Martial M Trident: + vs. ; damage. r Net: (range 3) + vs. Reflex; Stunned. Scout Bloodfrenzy: + damage while bloodied. Warleader: (aura) Sahuagin allies within squares of this creature have + attack. M Axe: + vs. ; damage AND this creature may shift one square. r Sling: (range 0) + vs. ; 0 damage. Kobold King: Each Kobold ally has + damage. Sneak Attack 0: +0 damage vs. targets granting Intuitive Dodge: Use when this creature is targeted with a c or a attack: Slide this creature 3 squares. M Rune Axe: + vs. ; damage. m Bloodrage: +0 vs. ; damage AND repeat this attack against a different target (once per turn). Q whenever this creature starts a turn bloodied. Headstrike: Use when this creature makes an attack with combat advantage: The attack is an automatic hit and a critical hit. M Orc Bossblade: + vs. ; damage AND until end of battle, Orcs have + attack vs. target. M Fistknife: Minor action: + vs. ; 0 damage. War Boss: (aura ) Each non-champion Orc ally within squares of this creature has + attack. Siege Boss: Each Orc ally has + damage vs. constructs and objects. 0 Champion Use at start of round: Non-good Aquatic allies move up to their speed. Use when an aquatic ally damages a bloodied: enemy: + damage on that attack. Champion Use at start of round: Each Kobold ally gains Sneak Attack 0 until end of round. Use when this creature is targeted by an attack: The attack targets an adjacent Kobold ally instead. 3 Champion Use at start of round: Each Orc and Ogre ally moves up to its speed. Use when an Orc ally hits with a m attack: That ally may repeat that attack as a free action. Use with Monster Menagerie: Sahuagin 3 Use with Monster Menagerie: Kobold (axe) 3 Use with Monster Menagerie: Goblin (axe) Use with Monster Menagerie: Orc (sword) DDM Guild Monster Menagerie II 3/3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M

3 Bugbear Finisher Hobgoblin Hero Level Bugbear Goblin Hobgoblin Champion Level 9 Hobgoblin Bane M Executioner s Axe: + vs. ; damage. r Fearful Visage: Minor action: (range, level 0 or lower target) + vs. Will; Immobilized. Q as a move action. Level Hobgoblin Bane Orcspawn Outcast Level 3 Half-Orc Primal M Masterwork Longsword: + vs. ; damage AND 0 ongoing damage on critical hit. M Twin Katanas: (make two attacks) + vs. ; damage AND 0 ongoing damage on critical hit. Easy Kill: +0 damage vs. Immobilized targets. Finisher 0: +0 damage vs. Bloodied enemies. Sneak Attack 0: +0 damage vs. targets granting Fast Shield 0: Use when an enemy makes a r attack vs. : This creature or an adjacent Champion ally gains Resist 0 All vs. that attack. Into the Breach: Use at start of turn: This creature may take an extra attack action this turn. 0 3 Use with Monster Menagerie II: Bugbear (Battleaxe) 3 Use with Monster Menagerie II: Hobgoblin (sword and shield) DDM Guild Monster Menagerie II A/3 M Gnoll Rage Spawner Gnoll Flailbearer Level 0 Gnoll Demon Rage Level Gnoll Divine 0 Bring it down!: Gnoll and demon allies have + attack vs. Bloodied enemies. Blood Cackle: Use when a gnoll ally destroys a living enemy: Each Gnoll ally and each Gnoll enemy has + attack until end of battle. Spawn: Use when a Gnoll ally destroys a a Living enemy: Add a new Gnoll or Demon ally worth VP or less to your warband. The new ally is considered to have taken its turn this round, and is placed in the space occupied by the destroyed enemy. Use with Monster Menagerie II: Gnoll DDM Guild Monster Menagerie II A/3 M 3 Resist All vs. critical hits. Awareness: May make an opportunity attack when an adjacent enemy shifts. 0 Champion Use when a Hobgoblin damages an enemy with a m attack: As a free action, it repeats the attack. Use at start of round: Until end of round, each hobgoblin ally has + to attack for each Hobgoblin in your warband that that has not yet taken a turn this round. Immune Dazed Flail Aura: (aura ) Gnolls within aura have + m attack and are Immune Dazed. Flailstrike: Use when this creature hits with a Each Gnoll ally and each Rage ally within squares of this creature makes a M attack as a free action. Use at start of turn: Until end of round, enemy Champion powers do not function with squares of this creature. Humanoid Bane 0: +0 damage vs. Kobold, Orc, Goblin, and Hobgoblin enemies. Learns by Example: Whenever this creature is in a warband with a Human champion, it gains the Human keyword; whenever this creature is in a warband with an Orc Champion, it gains the Orc keyword. Use with Monster Menagerie II: Half-Orc Barbarian DDM Guild Monster Menagerie II B/3 M DDM Guild Monster Menagerie II 9/3 M Black Wizard Sea Hag Level 3 Human Arcane + vs. ; damage. M r Soul Drain: (range ) + vs. Fortitude; ongoing necrotic damage (until end of battle). a Blue Flame Blast: (radius, nearest) + vs. heals for each target destroyed. Level Hag Aquatic DDM Guild Monster Menagerie II B/3 M M Ripping Bite: + vs. ; damage. (attack target twice) + vs. ; m damage. Q when this creature destroys an enemy. Use with Monster Menagerie II: Gnoll (Flail) 39 Champion Use with Monster Menagerie II: Hobgoblin (two swords) M Demonic Bite: + vs. ; damage. m Raging Attack: +3 vs. ; damage AND repeat this attack. Q when a new gnoll ally joins your warband. 9 DDM Guild Monster Menagerie II /3 M M Mallet: +0 vs. ; 0 damage. M Hag Pinch: + vs. ; damage AND ongoing necrotic damage. r Death Glare: (range ) +9 vs. Will; damage. a Entangle: (radius within ) + 9 vs. Will; Immobilized AND ongoing damage (save ends both). Resist 0 necrotic Blindsight: Ignores Invisible; Ignores Conceal. Necromancy: Undead allies have + attack. Teleport: Move action: Place this creature in a square it can see. Conceal Covenwork: + attack whenever this creature has at least two hag allies within 0 squares. Water Attuned: + attack vs. targets adjacent to river terrain Use with Monster Menagerie II: Human Wizard DDM Guild Monster Menagerie II /3 M 3 DDM Guild Monster Menagerie II /3 M

4 Brass Wyrmling Level Dragon Fire White Wyrmling 9 Black Pudding Resist 0 Cold Kinship: + attack whenever adjacent to an ally with the Cold OR Dragon keywords, or +3 if the ally has both. Use when this creature ends a round in your opponent s start area: Score VP. Use when this creature ends a round next to an enemy worth VP or less: Roll d. On an +, eliminate both creatures (score normally). F Level Construct Demon Rage M Bite: +0 vs. ; + cold damage. c Cold Breath: (blast 3) +9 vs. ; 0 cold damage. Berserk Clay Golem Level 0 Ooze Acid Resist 0 Fire F Champion M Bite: c Sleep Breath: (blast 3) +9 vs. Fortitude; Helpless (save ends, or ends when target takes damage). c Fire Breath: Level Dragon Cold Champion Use at start of turn: This creature and each ally within 3 gains Resist Fire until end of round. Use when an enemy takes cold damage: Target is also Immobilized. 0 M Slam: (reach ) + vs. ; acid damage AND 0 ongoing acid damage. Phasing Immune Acid Immune Cold Lightning Cured: Whenever this creature would take lightning damage: It heals instead. Blindsight: Ignores Conceal, Ignores Invisible. Ooze: Takes half damage from m and r attacks. Sight : Its line of sight ends after squares. Spider Climb: Use when this creature starts a turn adjacent to a wall: of turn. 0 Acid Cured: Whenever this creature would take acid damage: It heals instead. Possessed: Whenever it starts a turn without line of sight to a Demon ally: Confused until end of turn. Kill-Kill-Kill: Use whenever this creature starts a turn adjacent to an enemy: Make a Clay Fists attack with combat advantage against each adjacent enemy and each adjacent ally. - Use with Monster Menagerie II: White Dragon Wyrmling Use with Monster Menagerie II: Brass Dragon Wyrmling M Clay Fists: + vs. ; damage. Use with Monster Menagerie II: Clay Golem 3 DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 L DDM Guild Monster Menagerie II /3 L Hellraider Hippogriff Ancient Iron Golem Planetar Stone Golem Guardian Level 9 Beast Celestial Level Construct M Claws: + vs. ; 0 + radiant damage. m Ripping Beak: Minor action: + vs. ; 0 damage. Q as a move action. F 0 Charger: When this creature resolves a charge: Its rider can make a M attack against the target of the charge, at +0 damage, as a free action. Trained Mount: May have a Good, Medium-sized Human or Dwarf as a rider. Radiant Burst: Use at start of turn: This creature and adjacent allies Heal 0 ; adjacent enemies take radiant damage. 0 DDM Guild Monster Menagerie II /3 L Resist 0 Cold Resist Fire Immune Poison Immune Psychic Delayed Appearance: Starts off the battlemap. Arise from Buried: Use at start of any round: Place this creature adjacent to, but not occupying, a victory area. Leaks Noxious Gas: Allies and enemies that start their turn adjacent to this creature take poison damage. - M Holysword: + vs. ; + 0 radiant damage. a Godstorm: Level Construct m Rusty Blade: (may use on charge) + vs. ; damage. Level 3 Celestial Angel Planar DDM Guild Monster Menagerie II /3 L - attack until end of round. F Resist All Dependent: Whenever this creature does not have a Good ally in their warband; lose Resist All. Heal: Minor action: An adjacent ally heals and loses all conditions affecting it Use with Monster Menagerie II: Iron Golem M Stone Fist: (reach ) + vs. ; damage. r Slow: Minor action: (range ) + vs. Will; Slowed (save ends) Resist 0 Cold Resist 0 Fire Immune Poison Immune Psychic Scout Solid Footing: Ignores Push, Pull and Slide effects. Guardian: Use with Stone Fist, when this creature occupies a victory area: Hit or miss, make another Stone Fist attack (maximum once per turn). - DDM Guild Monster Menagerie II 9/3 L Use with Monster Menagerie II: Stone Golem DDM Guild Monster Menagerie II /3 L

5 Worg Leader Level 0 Beast Primal Galeb Duhr Level 0 Earth Primal Mind Flayer Enslaver Level 0 Mind Flayer Psionic Unique Mind Flayer Skirmisher Level 0 Mind Flayer Psionic Unique 0 M Ripping Maw: + vs. ; damage AND ongoing damage. Worg Howl: Minor Action: Each Living enemy of level or less takes ongoing psychic damage. A creature who saves against Worg Howl ignores the Worg Howl power until the end of battle. Trained Mount: Can have a Medium or smaller Orc or Goblin Champion as a Rider. Pinning Attack: Use when this creature hits with a M attack: Target is also Immobilized and grants Combat Advantage to adjacent enemies (save ends both; effect also ends if this creature moves). Blindsight: Ignores Conceal; Ignores Invisible. M Bash: + vs. ; damage. r Animate Boulder: (range, target adjacent to statue terrain or difficult terrain) + vs. ; damage. Q as a move action. Resist All Immune Petrified Tremorsense: Ignores Conceal on creatures without Flight; Treats invisible creatures without Flight as visible. Momentum: Use while charging if this creature moves at least squares during the charge: + attack +0 damage on that charge. F 0 M Tentacles: + vs. ; damage. r Dominate: Minor action: (range, Stunned target only) + vs. Will; Dominated (save ends) AND target loses the Stunned condition. c Mind Blast: (blast ) + vs. Will; Stunned. Resist 0 Psychic Brain Eater: Immediate action, when this creature destroys an enemy with a M attack: Heal 0. Psi Pool: Use at start of this creature s turn, once per turn: Q Dominate or Mind Blast. Thralls: Warband Building: You may include two creatures from the Borderlands faction in your warband. M Tentacles: + vs. ; damage. r Focused Mind Blast: Minor action: (range ) + vs. Will; Stunned (save ends). m Psi Claw: + vs. ; psychic damage AND 0 ongoing psychic damage. Resist 0 Psychic Brain Eater: Immediate action, when this creature destroys an enemy with a M attack: Heal 0. Psi-step: Immediate action, when damaged by an attack, or at start of this creature s turn: Teleport. Psi Pool: Use at start of this creature s turn, once per turn: Q Focused Mind Blast or Psi Claw. Are you sure that s a mind flayer? I thought they let their slaves fight for them... Use with Monster Menagerie II: Worg 3 Use with Monster Menagerie II: Galeb Duhr 3 Use with Monster Menagerie II: Mind Flayer Use with Monster Menagerie II: Mind Flayer (claw) DDM Guild Monster Menagerie II 3/3 L DDM Guild Monster Menagerie II 3/3 M DDM Guild Monster Menagerie II 3A/3 M DDM Guild Monster Menagerie II 3B/3 M Tiefling Warlock Lord Level 3 Tiefling Arcane Unique Young Grick Level Beast Aberration Half Gold Dragon Sorcerer Level Dragon Arcane Gold Wyrmling Level Dragon Fire F 0 R Eldritch Ray: (sight) + vs. ; damage. Resist 0 Fire Possess Ally: Full turn action. Until start of this creature s next turn it is Dazed. Choose an ally within squares of this creature that has not taken a turn this round. That ally makes an Eldritch Ray attack, as if it had that power, then it is considered to have taken a turn for this round. Agonizing Blast: +0 damage vs. Living targets. Champion Use when a Beast or Demon ally damages an enemy: + necrotic damage on that attack. Use at start of round: Tiefling and Elemental allies have + attack and + damage until end of round. Use with Monster Menagerie II: Tiefling Warlock 3 3 M Tentacle Grab: (roll d and use the higher) + vs. ; 0 damage. m Beak: Minor action, only if this creature hit with tentacle grab this turn: +0 vs. ; 0 damage. Resist All Fade to Stone: Invisible to nonadjacent enemies when occupying difficult terrain. Use with Monster Menagerie II: Grick F M Smiting Rod: +9 vs. ; + radiant damage. r Rimefire:(minor action, once per turn, range 9) +9 vs. Fortitude; 0 cold + 0 fire damage. r Bigby s Hand:(sight) + vs. ; damage OR Choose of: damage AND Push 3, 0 ongoing damage AND Immobilized(save ends both). c Mixed Breath: (blast ) + vs. Reflex; fire damage AND Weakened. Resist 0 Fire Mirror Image: Use when this creature is hit by a m or r attack: That attack is a miss, instead. 9 9 F 0 M Bite: +3 vs. ; 0 +0 fire damage. c Weakness Breath: (blast 3) + vs. Fortitude; Weakened. c Fire Breath: (blast 3) +3 vs. ; fire damage. Resist Fire Kinship: + attack whenever adjacent to a Good ally or a Dragon ally, or +3 if the ally is both. Champion Use when an enemy declares an opportunity attack: That attack misses. Use at start of round: Players score double VP for occupying victory areas this round. Use with Monster Menagerie II: Gold Dragon Wyrmling DDM Guild Monster Menagerie II 3/3 M DDM Guild Monster Menagerie II 3/3 M DDM Guild Monster Menagerie II 3/3 M DDM Guild Monster Menagerie II 3/3 M

6 Red Dragon Wyrmling Level Dragon Fire Young Black Dragon Level 0 Dragon Stealth Gynosphinx Level Magical Beast Arcane Androsphinx Level 3 Magical Beast Divine F 0 M Bite: + vs. ; 0+ fire damage. c Fire Breath: (blast 3) +0 vs. ; fire damage. Resist Fire Kinship: + attack whenever adjacent to an ally with the Fire or Dragon keywords, or +3 if the ally has both. Champion Use when a Dragon charges an enemy: + damage on that dragon s attack. Use when an enemy takes fire damage: That enemy also has ongoing fire damage. F 0 M Bite: + vs. ; 0+0 acid damage. c Acid Breath: (line ) + vs. ; acid damage. Resist 0 Acid Deep Darkness: Minor action: Until start of this creature s next turn, it may not attack or be attacked. Acid Splash: Use after missing with Acid Breath, if the d roll was +: The target takes acid damage. Champion Use when an enemy takes acid damage: That enemy also takes 0 ongoing acid damage. Use when an ally takes damage: That ally moves up to its speed as an immediate action. F 0 M Claw: +9 vs. ; damage. c Compelling Riddle: (blast ) + vs. Will; ongoing psychic damage AND Confused (save ends both). Resist 0 Psychic Immune Confused Blindsight: Ignores Invisible; Ignores Conceal. Banish: Minor action: An Angel, Demon, Devil, Immortal or Planar enemy within of this creature takes ongoing damage. Invisibility: Minor action: This creature or an adjacent ally is Invisible until it resolves an attack. F 00 0 M Claw: +9 vs. ; damage. c Roar: (blast ) + vs. Will; psychic damage. Hit or miss, this creature takes 0 damage. a Flamestrike: (radius within sight) + vs. Reflex; fire damage. Resist Psychic, Immune Immobilized Blindsight: Ignores Invisible; Ignores Conceal. Fury 0: Use at start of turn if this creature is damaged: +0 damage until end of turn. Blood Fury 0: Use at start of turn if this creature is bloodied: +0 damage until end of turn. Lord Sire: This creature has the Dragonne keyword if it has Dragonne allies in its warband. 3 3 DDM Guild Monster Menagerie II 39/3 M DDM Guild Monster Menagerie II /3 M DDM Guild Monster Menagerie II /3 L DDM Guild Monster Menagerie II 3/3 L The Xanathar Level Beholder Mastermind Unique The Xanathar (Epic) Level 9 Beholder Mastermind Unique Warhorse Level Beast Monster Menagerie II 90 M Toothy Maw: + vs. ; damage. r Eye Ray Barrage: Minor action: (sight) + vs. Reflex; cold + fire + necrotic damage. c Aegis Eyes: Minor action: (blast 3) + vs. Will; Dazed. Dazed targets are Stunned, instead. Antimagic: (aura ) Ignores invisible within aura; Arcane enemies have - attack while in aura. Sneak Attack 0: +0 damage vs. targets granting Disintegration: Use with Eye Ray Barrage: Target also has ongoing damage. Champion Use at start of round: Medium and Small Stealth allies have + damage until end of round. Use at start of any turn: Slide a creature 3 squares. Use with Monster Menagerie: Beholder M Toothy Maw: + vs. ; damage. r Eye Ray Barrage: Minor action: (sight) + vs. Reflex; cold + 0 fire damage. c Aegis Eyes: Minor action: (blast 3) + vs. Fortitude; Dazed. Dazed targets are Helpless, instead. Antimagic: (aura 0) Ignores invisible within aura. Arcane enemies have - attack while in aura. Sneak Attack 0: +0 damage vs. targets granting Disintegration: Use with Eye Ray Barrage: Target also has ongoing damage. Champion Use at start of round: Stealth allies have + attack and +0 damage until end of round. Use at start of any turn: Slide a creature 3 squares. Use with Monster Menagerie: Beholder 333 M Hooves: +3 vs. ; damage. Trained Mount: Can have a Medium or smaller Elf or Human ally as a rider. Charger: When this creature resolves a charge: Its rider can make a M attack against the target of the charge, at +0 damage, as a free action. Use with Monster Menagerie II: Riding Horse Design: D. Garry Stupack Development: Louis Martineau, Antti Kostiainen, James Prather, D. Garry Stupack Graphic Design: Kevin Tatroe, Joel Broveleit, D. Garry Stupack Special Thanks: DDM Guild s supporters; Kierin Chase and Peter Lee at Wizards of the Coast. Dungeons & Dragons, D&D, D&D Miniatures, Wizards of the Coast are trademarks of Wizards of the Coast, Inc. and used with permission. All Wizards character names, and the distinct likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. DDM Guild and Wizards of the Coast. This DDM Guild product contains no Open Game Content. These cards are current as of September,. DDM Guild Monster Menagerie II /3 L DDM Guild Monster Menagerie II /3 L DDM Guild Monster Menagerie II B/3 L

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